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Combat System
Kurt edited this page Jul 9, 2026
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11 revisions
Audience: Engine Developer Status: ✍️ Draft
The combat loop: how fights start, how rounds resolve, how damage flows through a single
uniform dealDamage path, and how death is a cancellable checkpoint. Combat is designed
to be reproducible via zone-owned, seeded entropy.
- Combat entry:
kill/assist/flee/consider; engagement and threat/eligibility tracking -
combat_profile_defsanddamage_type_defs: the content-defined combat model (no hardcoded classes of damage) - The round loop: initiative/timing within the zone tick; hit/damage resolution via the check primitive
- Uniform damage: the single
dealDamagepath;on_depletedas the cancellable death checkpoint (death-ward) - Reproducibility: zone-owned entropy-seeded, injectable RNG (
#58) — deterministic combat for tests - Death, corpses, respawn, and the cross-respawn op-list guard; loot eligibility handoff to the loot resolver
- Classes/algorithms/APIs: combat controller, damage pipeline, RNG injection
- Mermaid: engage→round→resolve→death-checkpoint→loot sequence
- Cross-links: Abilities & Effects, Loot, Spawns & Crafting
Scaffold page — full content pending the wiki build-out.
TelosMUD — Wiki under construction.
- Builder Reference
- Builder Commands
- Trust Tier Model
- Pack Authoring
- Pack MUD Settings
- Pack Lua Scripting
- Pack Lua Hooks
- Pack Entity Reference
- Building Instanced Zones
- Engine Developer Reference
- Architecture Overview
- Entity Component Model
- Zone Runtime & Actor Model
- Instanced Zones
- Command Parser & Targeting
- Edge & Protocol
- GMCP Reference
- Persistence & Durability
- Content Loading & Hot Reload
- Abilities & Effects
- Combat System
- Loot, Spawns & Crafting
- Accounts & Auth Internals
- Orchestration & Directors
- Scoped Event Bus
- Cross-Shard Handoff
- Lua Sandbox Internals
- Distributed Systems Model
- RPC & Protobuf